Hey, good job on the mod. Does the commander have the ability to "sense" danger before building an outpost? If so, this feature could be very useful in actual play. You could have an indicator over the building being placed as a sign of danger. We could calculate distances at which an enemy can take down a sublair or a garrison, and take into account the amount of builders present and their repair rates, as well as the amount of other units defending.

If you want to discuss this further, please join the #savage IRC channel at irc.s2games.com

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<RedOmen> s2 is prolly just making a minecraft clone mmo :P

Hey, good job on the mod. Does the commander have the ability to "sense" danger before building an outpost? If so, this feature could be very useful in actual play. You could have an indicator over the building being placed as a sign of danger. We could calculate distances at which an enemy can take down a sublair or a garrison, and take into account the amount of builders present and their repair rates, as well as the amount of other units defending.

If you want to discuss this further, please join the #savage IRC channel at irc.s2games.com

Come on, that's cheating. Having a UI that alerts you of player debuffs is bad enough.

Hey, good job on the mod. Does the commander have the ability to "sense" danger before building an outpost? If so, this feature could be very useful in actual play. You could have an indicator over the building being placed as a sign of danger. We could calculate distances at which an enemy can take down a sublair or a garrison, and take into account the amount of builders present and their repair rates, as well as the amount of other units defending.

The circle representing the building we want to build and the arrows Numbers representing the number of enemies (visible on the map) around the building within a certain radius.

right?

Hey sounds great man. And while we're at it, we could assess the unit, their HP, and their player's SFs to make a complete threat assessment. It could give you a score out 10 at how likely it is that your garrison will go down if you place it right now.

This would really improve the gaming experience. See, as it stands, Savage2 is clearly just too difficult. With these additions, we could get the players to concentrate on what matters: playing the game. If i wanted to play chess i'd play chess, not S2.

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<RedOmen> s2 is prolly just making a minecraft clone mmo :P

Hey sounds great man. And while we're at it, we could assess the unit, their HP, and their player's SFs to make a complete threat assessment. It could give you a score out 10 at how likely it is that your garrison will go down if you place it right now.

This would really improve the gaming experience. See, as it stands, Savage2 is clearly just too difficult. With these additions, we could get the players to concentrate on what matters: playing the game. If i wanted to play chess i'd play chess, not S2.

Mines aren't considered as built, there's no greensquare at the map that indicates a built mine

Yes, send your complain to S2 :P

Quote:

There's a hp bar that follows you

On Lostvalley Yes, even though i don't know why. But if it's present on other maps, tell me which. Unless its every of them. ^^'

Quote:

the bots (on lostvalley) always goes to 1 direction, which resaults with a big moshpit in middle

Randomness can do such a bad work at times. Or maybe there isn't enough of waypoints

Quote:

your income points and stays 0

Well, look at quote 1 ^^

Edit:

Okay i found a little problem during the processus of attributing waypoints. The 4 rogues in the middle were counted as 2 possible waypoints while they shouldn't, since they are too close to the scar. (which is already a waypoint itself)

Here is how it's looking now:

New version can be downloaded right now.

edit 2:

I found the "There's a hp bar that follows you" problem and fixed it. I will test it a moment before uploading.